![]() Even though this is how walkie-talkies actually work, it led to a lot of unnecessary frustration. ➖ While using the walkie-talkie, there was little indication of when I was talking at the same time as my teammate. I appreciated that these were both fun to describe and looked close enough to other “wrong” symbols that my description required precision. ➕ Some puzzles used abstract symbols as solutions. Both Theresa and I went into the menu to look up the key assignments. ➖ There was little instruction on what the controls were. They seemed to use a different color palette and were much more simplistic. However, the cutscenes used an art style that didn’t fit the rest of the game. Attention to detail on the stained glass windows and the oodles of candles added character to the environment. ➕/➖ During the main game, the art design of We Were Here was strong. Most of the challenge stemmed from our ability to describe details quickly and accurately to each other. The puzzles were linear with easy-to-moderate difficulty. GameplayĬore gameplay centered around observing, communicating with my teammate, and making connections. The time period was never established, but there were walkie-talkies and a film projector, so it was set in relatively modern times. Moonlight, candlelight, and torchlight created a Gothic mood. I was in the cozy library and Theresa was in the dank dungeon. ![]() We were each in different parts of the same castle-like mansion. My role was “Librarian” and Theresa’s role was “Explorer.” Our goal: help each other escape. Once inside, we were knocked out by an unknown figure and separated into two locations. We had followed footprints through the snow to a mysterious estate. I played one of two members of an Antarctic expedition.
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